Heimer Rework Ideas
Here's a few ideas I had about how to make Heimerdinger less impactful and make it possible for Heimer to survive multiple turns without the opponent immediately losing: Version 1 (Round Start Heimer): This version of Heimerdinger woul…
Here's a few ideas I had about how to make Heimerdinger less impactful and make it possible for Heimer to survive multiple turns without the opponent immediately losing:
Version 1 (Round Start Heimer):


This version of Heimerdinger would motivate players to cast only high cost spells for Heimer, instead of just spamming cheap spells like currently. Since Heimer can only summon 1 turret per round, this also prevents the spamming of 3 cost elusive turrets. This might seem like a heavy nerf, which is why I gave Heimer more stats to compensate. Also, players can summon cheap turrets from hand so that Heimer summons bigger turrets, if they cast low cost spells that turn.
Version 2 (Attack):


This version of Heimerdinger requires you to attack to get free turrets, which allows the opponent to block heimer and damage him (similar to Shen). However, with 6 Health Heimer will likely survive the first attack. This would probably be the lowest powerlevel version of Heimerdinger, but with Synergy like Sumpworks Map I think he'd still be viable.
Version 3 (Transformation):


This is probably my favorite rework of Heimerdinger since it completely changes how you play the card. By requiring an ally to get the support effect to work, this version of Heimerdinger would require actually having minions in your deck (or spells like Scrapdash Assembly). Also, because the Turret is based on the total cost of the spells you cast, it opens up interesting plays about which spells to cast to get different turrets. The versions' level up is also the most interruptible, through killing, frostbiting, or stunning the turrets. Because it also lasts across the game, it makes later Heimerdingers more likely to be able to attack as the level two version. Once Heimerdinger levels up, he becomes much more powerful and lets you make the turrets have higher stats than they would normally have. Quick Attack both reflects one of Heimerdinger's LoL abilities and makes Heimerdinger more difficult to kill while he's attacking. The stats could definitely be adjusted to make it more balanced, but I think this version of Heimerdinger is very interesting and very disruptable.
Which version of Heimerdinger do you think would be best? Are there other reworks you've thought of?
